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https://github.com/XProger/OpenLara.git
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fix pistols pickups and ammo after load game
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parent
7313cebdfb
commit
9b40610cef
@ -681,6 +681,10 @@ struct Inventory {
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if (smart) {
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switch (type) {
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case TR::Entity::INV_PISTOLS :
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case TR::Entity::INV_AMMO_PISTOLS :
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addAmmo(type, count, 10, TR::Entity::INV_PISTOLS, TR::Entity::INV_AMMO_PISTOLS);
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break;
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case TR::Entity::INV_SHOTGUN :
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case TR::Entity::INV_AMMO_SHOTGUN :
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addAmmo(type, count, 2, TR::Entity::INV_SHOTGUN, TR::Entity::INV_AMMO_SHOTGUN);
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@ -246,7 +246,6 @@ struct Lara : Character {
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TR::Entity::Type wpnCurrent;
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TR::Entity::Type wpnNext;
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Weapon::State wpnState;
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int *wpnAmmo;
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struct Arm {
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Controller *tracking; // tracking target (main target)
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@ -698,10 +697,6 @@ struct Lara : Character {
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wpnCurrent = wType;
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wpnState = Weapon::IS_FIRING;
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TR::Entity::Type invType = wpnCurrent;
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wpnAmmo = game->invCount(invType);
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arms[0].animation = arms[1].animation = Animation(level, &level->models[wType == TR::Entity::SHOTGUN ? TR::MODEL_SHOTGUN : TR::MODEL_PISTOLS]);
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wpnSetAnim(arms[0], Weapon::IS_HIDDEN, Weapon::Anim::NONE, 0.0f, 0.0f);
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@ -952,6 +947,8 @@ struct Lara : Character {
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}
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void doShot(bool rightHand, bool leftHand) {
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int *wpnAmmo = game->invCount(wpnCurrent);
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if (wpnAmmo && *wpnAmmo != UNLIMITED_AMMO && *wpnAmmo <= 0) { // check for no ammo
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game->playSound(TR::SND_EMPTY, pos, Sound::PAN);
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wpnChange(TR::Entity::PISTOLS);
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